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Move IScrollAlgorithm to ScrollingRulesetContainer + use DI
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@ -5,7 +5,6 @@ using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawable;
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using osu.Game.Rulesets.Judgements;
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@ -23,7 +22,6 @@ namespace osu.Game.Rulesets.Catch.UI
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protected override bool UserScrollSpeedAdjustment => false;
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protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Constant;
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public CatchPlayfield(BeatmapDifficulty difficulty, Func<CatchHitObject, DrawableHitObject<CatchHitObject>> getVisualRepresentation)
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{
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@ -3,6 +3,7 @@
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawable;
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@ -18,6 +19,8 @@ namespace osu.Game.Rulesets.Catch.UI
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{
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public class CatchRulesetContainer : ScrollingRulesetContainer<CatchPlayfield, CatchHitObject>
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{
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protected override ScrollAlgorithm ScrollAlgorithm => ScrollAlgorithm.Constant;
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public CatchRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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@ -8,7 +8,6 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Judgements;
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@ -41,8 +40,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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protected override bool UserScrollSpeedAdjustment => false;
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protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
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private readonly Container<HitExplosion> hitExplosionContainer;
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private readonly Container<KiaiHitExplosion> kiaiExplosionContainer;
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private readonly JudgementContainer<DrawableTaikoJudgement> judgementContainer;
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@ -14,6 +14,7 @@ using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Taiko.Replays;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Rulesets.UI.Scrolling;
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@ -21,6 +22,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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public class TaikoRulesetContainer : ScrollingRulesetContainer<TaikoPlayfield, TaikoHitObject>
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{
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protected override ScrollAlgorithm ScrollAlgorithm => ScrollAlgorithm.Overlapping;
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public TaikoRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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@ -4,16 +4,20 @@
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using OpenTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Lists;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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namespace osu.Game.Tests.Visual
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{
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@ -44,6 +48,10 @@ namespace osu.Game.Tests.Visual
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}
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});
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AddStep("Constant scroll", () => setScrollAlgorithm(ScrollAlgorithm.Constant));
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AddStep("Overlapping scroll", () => setScrollAlgorithm(ScrollAlgorithm.Overlapping));
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AddStep("Sequential scroll", () => setScrollAlgorithm(ScrollAlgorithm.Sequential));
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AddSliderStep("Time range", 100, 10000, 5000, v => playfields.ForEach(p => p.VisibleTimeRange.Value = v));
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AddStep("Add control point", () => addControlPoint(Time.Current + 5000));
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}
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@ -52,7 +60,7 @@ namespace osu.Game.Tests.Visual
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{
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base.LoadComplete();
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playfields.ForEach(p => p.HitObjects.AddControlPoint(new MultiplierControlPoint(0)));
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playfields.ForEach(p => p.ControlPoints.Add(new MultiplierControlPoint(0)));
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for (int i = 0; i <= 5000; i += 1000)
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addHitObject(Time.Current + i);
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@ -75,9 +83,9 @@ namespace osu.Game.Tests.Visual
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{
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playfields.ForEach(p =>
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{
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p.HitObjects.AddControlPoint(new MultiplierControlPoint(time) { DifficultyPoint = { SpeedMultiplier = 3 } });
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p.HitObjects.AddControlPoint(new MultiplierControlPoint(time + 2000) { DifficultyPoint = { SpeedMultiplier = 2 } });
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p.HitObjects.AddControlPoint(new MultiplierControlPoint(time + 3000) { DifficultyPoint = { SpeedMultiplier = 1 } });
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p.ControlPoints.Add(new MultiplierControlPoint(time) { DifficultyPoint = { SpeedMultiplier = 3 } });
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p.ControlPoints.Add(new MultiplierControlPoint(time + 2000) { DifficultyPoint = { SpeedMultiplier = 2 } });
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p.ControlPoints.Add(new MultiplierControlPoint(time + 3000) { DifficultyPoint = { SpeedMultiplier = 1 } });
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TestDrawableControlPoint createDrawablePoint(double t)
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{
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@ -111,11 +119,19 @@ namespace osu.Game.Tests.Visual
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}
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}
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private void setScrollAlgorithm(ScrollAlgorithm algorithm) => playfields.ForEach(p => p.ScrollAlgorithm = algorithm);
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private class TestPlayfield : ScrollingPlayfield
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{
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public new ScrollingDirection Direction => base.Direction;
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public SortedList<MultiplierControlPoint> ControlPoints => algorithm.ControlPoints;
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public ScrollAlgorithm ScrollAlgorithm { set => algorithm.Algorithm = value; }
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[Cached(Type = typeof(IScrollAlgorithm))]
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private readonly TestScrollAlgorithm algorithm = new TestScrollAlgorithm();
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public TestPlayfield(ScrollingDirection direction)
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{
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base.Direction.Value = direction;
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@ -139,6 +155,49 @@ namespace osu.Game.Tests.Visual
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}
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}
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private class TestScrollAlgorithm : IScrollAlgorithm
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{
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public readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
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private IScrollAlgorithm implementation;
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public TestScrollAlgorithm()
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{
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Algorithm = ScrollAlgorithm.Constant;
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}
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public ScrollAlgorithm Algorithm
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{
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set
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{
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switch (value)
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{
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case ScrollAlgorithm.Constant:
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implementation = new ConstantScrollAlgorithm();
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break;
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case ScrollAlgorithm.Overlapping:
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implementation = new OverlappingScrollAlgorithm(ControlPoints);
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break;
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case ScrollAlgorithm.Sequential:
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implementation = new SequentialScrollAlgorithm(ControlPoints);
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break;
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}
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}
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}
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public double GetDisplayStartTime(double time, double timeRange)
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=> implementation.GetDisplayStartTime(time, timeRange);
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public float GetLength(double startTime, double endTime, double timeRange, float scrollLength)
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=> implementation.GetLength(startTime, endTime, timeRange, scrollLength);
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public float PositionAt(double time, double currentTime, double timeRange, float scrollLength)
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=> implementation.PositionAt(time, currentTime, timeRange, scrollLength);
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public void Reset()
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=> implementation.Reset();
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}
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private class TestDrawableControlPoint : DrawableHitObject<HitObject>
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{
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public TestDrawableControlPoint(ScrollingDirection direction, double time)
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@ -1,11 +1,11 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Caching;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Lists;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Timing;
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@ -31,29 +31,17 @@ namespace osu.Game.Rulesets.UI.Scrolling
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public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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private readonly IScrollAlgorithm algorithm;
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[Resolved]
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private IScrollAlgorithm algorithm { get; set; }
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private Cached initialStateCache = new Cached();
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public ScrollingHitObjectContainer(ScrollVisualisationMethod visualisationMethod)
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public ScrollingHitObjectContainer()
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{
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RelativeSizeAxes = Axes.Both;
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TimeRange.ValueChanged += _ => initialStateCache.Invalidate();
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Direction.ValueChanged += _ => initialStateCache.Invalidate();
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switch (visualisationMethod)
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{
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case ScrollVisualisationMethod.Sequential:
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algorithm = new SequentialScrollAlgorithm(ControlPoints);
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break;
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case ScrollVisualisationMethod.Overlapping:
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algorithm = new OverlappingScrollAlgorithm(ControlPoints);
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break;
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case ScrollVisualisationMethod.Constant:
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algorithm = new ConstantScrollAlgorithm();
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break;
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}
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}
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public override void Add(DrawableHitObject hitObject)
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@ -70,20 +58,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
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return result;
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}
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public void AddControlPoint(MultiplierControlPoint controlPoint)
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{
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ControlPoints.Add(controlPoint);
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initialStateCache.Invalidate();
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}
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public bool RemoveControlPoint(MultiplierControlPoint controlPoint)
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{
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var result = ControlPoints.Remove(controlPoint);
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if (result)
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initialStateCache.Invalidate();
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return result;
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}
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & (Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo)) > 0)
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@ -5,7 +5,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -63,8 +62,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// </summary>
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protected readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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protected virtual ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Sequential;
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -93,7 +90,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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protected sealed override HitObjectContainer CreateHitObjectContainer()
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{
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var container = new ScrollingHitObjectContainer(VisualisationMethod);
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var container = new ScrollingHitObjectContainer();
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container.Direction.BindTo(Direction);
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return container;
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}
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@ -4,13 +4,14 @@
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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@ -27,11 +28,28 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// inside this <see cref="RulesetContainer{TPlayfield,TObject}"/>.
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/// </summary>
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/// <returns></returns>
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protected readonly SortedList<MultiplierControlPoint> DefaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
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private readonly SortedList<MultiplierControlPoint> controlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
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protected virtual ScrollAlgorithm ScrollAlgorithm => ScrollAlgorithm.Sequential;
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[Cached(Type = typeof(IScrollAlgorithm))]
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private readonly IScrollAlgorithm algorithm;
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protected ScrollingRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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switch (ScrollAlgorithm)
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{
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case ScrollAlgorithm.Sequential:
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algorithm = new SequentialScrollAlgorithm(controlPoints);
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break;
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case ScrollAlgorithm.Overlapping:
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algorithm = new OverlappingScrollAlgorithm(controlPoints);
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break;
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case ScrollAlgorithm.Constant:
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algorithm = new ConstantScrollAlgorithm();
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break;
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}
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}
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[BackgroundDependencyLoader]
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@ -75,19 +93,11 @@ namespace osu.Game.Rulesets.UI.Scrolling
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// Collapse sections with the same start time
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.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime);
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DefaultControlPoints.AddRange(timingChanges);
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controlPoints.AddRange(timingChanges);
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// If we have no control points, add a default one
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if (DefaultControlPoints.Count == 0)
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DefaultControlPoints.Add(new MultiplierControlPoint { Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier });
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DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
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}
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private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield playfield)
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{
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playfield.HitObjects.AddControlPoint(controlPoint);
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playfield.NestedPlayfields?.OfType<ScrollingPlayfield>().ForEach(p => applySpeedAdjustment(controlPoint, p));
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if (controlPoints.Count == 0)
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controlPoints.Add(new MultiplierControlPoint { Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier });
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}
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}
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}
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